Cleric
Base Class: Cleric


The Mundane Domain focuses on the ancient art of natural remedies — some of the oldest practices in the universe — that has kept people alive since the beginning. These practices generally include Natural remedies, alchemy, and special bandaging techniques. The gods of life promote vitality and health through the healing of the sick and wounded while caring for those in need. Almost any non-evil deity can claim influence over this domain; agricultural gods, gods of healing or endurance, gods of home and community deities in particular.

Rune Writing & Natural Medicine

Your clergical studies have started producing fruit allowing you to draw runes on the bandages you wrap and produce divinity infused herbal remedies. ***1 rune per bandage***

Cleric Level Teachings

1st

Hot Rune: After writing this rune on a patients bandage they heal an extra 1hp over the course of 5 turns, or 5hp over 10mins.

Holy Cream: After applying this remedy to the patients wound they gain resistance to Necrotic damage for 5mins.

3rd

Agility Rune: After writing this rune on a patients bandage they gain advantage on Dexterity checks and saving throws for 15 mins.

Soothing Ointment: After applying this remedy to the patients wound they lose all de-buffs they've accumulated.

5th

Fortifying Rune: After writing this rune on a patients bandage they gain advantage on Constitution checks and saving throws for 15 mins.

Shielded Balm: After applying this remedy to the patients wound they gain +2AC as if they're behind half cover but have they're movement reduced to half speed for 5mins.

7th

Power Rune: After writing this rune on a patients bandage they gain advantage on Strength checks and saving throws for 15 mins.

Elemental Salve: After applying this remedy to the patients wound they gain a random resistance to elemental damage for 5mins. Roll 1d6 to figure out the resistance.
(1)Thunder
(2)Acid
(3)Cold
(4)Fire
(5)Poison
(6)Lightning

9th

Major Hot Rune: After writing this rune on a patients bandage they heal an extra 3hp over the course of 5 turns, or 15hp over 10mins.

Steadfast Paste: After applying this remedy to the patients wound they gain immunity to Prone for 5mins. or until they're knocked unconscious.

Bonus Proficiencies

At 1st level, After studying the ancient texts and going on outings with your clergy you've become proficient with the ancient healing ways such as Nature, Arcana.

Occupational Tools

As a follower of this domain you've gathered the tools of the trade so to say. Alchemist's Supplies, Herbalism Kit, and Healer's kit.

Medical Prowess

Starting at 2nd level, your studies have granted you expertise in Medicine.

Runeic Reflection

Beginning at 6th level, the runes you place on your patients affect you as well, for as long as it lasts on the patient.

Runeal Damage

At 8th level, you gain the ability to inscribe your weapon with runes. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Perfected Aid

Starting at 17th level, you will always succeed on medicine checks and restore a minimum of 15hp if applicable.

Mundane Domain Image

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes